[PFS/Shifty] Serpents Rise (Core) (Inactive)

Game Master Nik B.

Serpents Rise - Core
Post session player reporting

Maps & handouts


51 to 100 of 380 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Human Enchanter 7 | HP 51/51 | AC 14 | T 12 | FF 13 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2

Rataji is planning on going with Marnarius to help with his task.

I don't mind people go off plan. Rataji might. :p


VC - Sydney, Australia

Turn 1
The Ambitious - Assisting as required/Wants wall of names (with artist)
The Artist
The Experiment
The Leader - Assisting (with vengeful)
The Professional - starts gathering general information.
The Vengeful

Most of you have a specific task to do during this time :)


"Ufi" ToK pregen: Male Human Cleric | HP 17/17 ; Shield (Hardness 6, HP 20/20)| Hero 2/2 | AC 17 (19 with shield) | Fort +6; Ref +3; Will +9 | Perc: +7; | Speed 20ft | Spells +7/dc17) | Active conditions: None.

"We meet near the main entrance to Skyreach when the speeches start?" confirms The Professional, as 'she' starts asking around for Janira and the storytelling.

Can I visit three sites while I do the gather information? If so, working from the gate I'll do the temporary structures, statue of Durvin and Central house, as they seem an obvious route and some of the places that storytelling may take place.


VC - Sydney, Australia

You can 'gather info:specific' to locate Janira (and her time and location of storytelling), or simply chance it by touring three locations and trying to come across her and then having an opportunity to carry out your desired activity.

In short, you can chance it - with the potential payoff being you get to both locate her AND carry out an activity in a Turn, or you can investigate, plan, and execute with certainty by taking the extra time

Bear in mind that when you are carrying out your activities, you are also trying to avoid patrols, anyone who looks suspicious, and not raise any suspicions about your activities whilst you retain your cover


"Ufi" ToK pregen: Male Human Cleric | HP 17/17 ; Shield (Hardness 6, HP 20/20)| Hero 2/2 | AC 17 (19 with shield) | Fort +6; Ref +3; Will +9 | Perc: +7; | Speed 20ft | Spells +7/dc17) | Active conditions: None.

I'm a professional. I'll take the time. If I guess wrong, then I'd have to guess again next time. And as I only have the one task out here, it is fine doing it right and taking both turns to get it done.


VC - Sydney, Australia

Happy with that :) Precise, deadly, efficient!

Once others have posted in I can resolve the turn :)

Turn 1
The Ambitious - Assisting as required/Wants wall of names (with artist)
The Artist
The Experiment
The Leader - Assisting (with vengeful)
The Professional - gathering specific information (Janira).
The Vengeful


Male NE Human (Chelish) Slayer 7 | HP: 55/67| AC: 20 (12 Tch, 18 Fl) | CMB: +12 CMD: 24 | F: +9, R: +9, W: +7 | Init: +2 | Perc: +11, SM: +11 | Speed 30ft | Deathblade Poison 2/2 | Studied Target +2 | Sneak Attack +2d6 | Active conditions: None.

Marnarius, nodding appreciatively in Rataji's direction, makes his way towards where he is told the animals are being kept.


VC - Sydney, Australia

Turn 1
The Ambitious - Assisting as required/Wants wall of names (with artist)
The Artist
The Experiment
The Leader - Menagerie
The Professional - gathering specific information (Janira).
The Vengeful - Menagerie

Grand Lodge

Male (halfling) Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 (7d8+21) Fort +10, Ref +9, Will +7; +2 vs. fear

"Marnarius, we are seeking out a scholar of Nethys named Arminaldi Charthagnion. I believe he may have some usefull information and may be found by the wall of names." says Jolryn
before trying an ask people nicely approach to find Arminaldi
gather info(diplomacy): 1d20 + 4 ⇒ (10) + 4 = 14

looks like I will need that assist


VC - Sydney, Australia

Did you want to actually Gather Info to find him, or are you just chancing it at the Wall of Names?

Grand Lodge

Male (halfling) Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 (7d8+21) Fort +10, Ref +9, Will +7; +2 vs. fear

my note said he could be found at the wall of names I will seek out any Chelish Nethys devotees there and say " The wall slithers like a snake through glass" and see if any reply with "none would step on so great a serpent "


Elf Oracle 7: HP 59/59; AC 18; F+6; R+7; W+10 (+2 against enchantment); Init +2; Perception +2;(low light)

322 bows her head to Rataji:"Thanks for the insight. I think the statue will make a spectacle for the ages

So saying and now much less diconcerting than she was inside the safe house, 322 starts walking towards the statue of Durvin Gest...


Male Half-human Brawler 6/Wizard (sort of a specialized school)* 1 | HP 65 | AC 18 T 14 FF 15 | CMD 25** | F +8, R +10, W +5 | Init +2 | Perc +11| Spd 30ft | Conditions heroism +2 atk, skills, saves; Imp. Grapple 9/10; MFlex 2/6

Z looks as though he is providing unobtrusive security for the Wall of Names. He stays away from anybody who is actually with legitimate security (if there is any).

Stroll. Whistle. Spin tethered sap. Glower at troublemakers. Smile and tip helm to the ladies. Repeat.


VC - Sydney, Australia

Turn 1
The Ambitious - Wall of Names
The Artist - Wall of Names
The Experiment - Statue of Gest
The Leader - Menagerie
The Professional - gathering specific information (Janira).
The Vengeful - Menagerie

***
Wall of Names:
(Ambitious & Artist)

Trees surround the small hill that bears a curving wall of black glass, providing visitors some privacy as they read any of the thousands of Pathfinder names inscribed on the surface. More trees grow in tight formation to the west, where the copse abuts the Grand Lodge’s wall.

Despite the huge number of visitors at the Grand Lodge, the Wall of Names has relatively few visitors; most Pathfinders visit the site either before or after the Grand Convocation’s main festivities—the better to reflect in peace. Even with the numerous trees that shield the monument, the dull roar of agents testing each other’s wits, theories, and strength invades this solemn space.

The Ambitious and the Artist both note a fellow as he slowly walks up and down the length of the monument, reading names and nervously touching a leather portfolio. At an opportune time, the Artist sidles up to the man and remarks to no one in particular “The wall slithers like a snake through grass,” to which the man responds, “None would step on so great a serpent.” After a moment’s hesitation, he then adds, “But perhaps it is a fool who invites the viper into his home.”

Over to you!

***
Statue:
(Experiement)

Already carved in larger-than-life proportions, the stone statue of Durvin Gest towers over the surrounding lawn on a pedestal flanked by angelic figures and carved with elaborate friezes depicting some of his most famous voyages.
Several dozen Pathfinders are gathered around the statue, swapping stories and participating in improvised competitions of braggadocio. Among them is Janira Gavix, an aide to Master of Scrolls Kreighton Shaine.
As you approach, Janira is just finishing up a story about Selmius Foster— one of the first Pathfinders published in the Pathfinder Chronicles—and his fabled race against a marid and an efreeti, whom he cleverly tricked into distracting one another while he sped across the finish line. The story earns polite applause, and Janira hops down from the bench she had used as a speaking platform.

The crowd also makes it difficult to properly install 322’s cosmic conduit, which she must place somewhere on statue of Durvin Gest’s body. Reaching the statue requires clambering atop the pedestal. Simply clambering over the installation is considered uncouth, and would draw a lot of negative attention. Actually installing the device takes 3 rounds of focused work—more than enough time for someone to notice and either inquire or detach the device later for study. Come up with your plan of action with all of that in mind...

Over to you!

***
Menagerie:
(Leader & Vengeful)

Broad pavilions and awnings shade segmented pens containing animals from around the world, ranging from harmless rodents and fowl to hulking dinosaurs from Tolguth, a giraffe mutated by the Mana Wastes, and war beasts from the Hold of Belkzen. A few heavily reinforced cages hold even stranger creatures, such as an immense two-headed vulture, a ram-headed sphinx, and an armor-plated serpent with fangs the length of a broadsword.

In anticipation of the Grand Convocation, there is an especially high concentration of beasts from the far corners of Avistan and Garund, and a constant parade of sightseers walk past the fenced enclosures. More than a dozen handlers patrol the fences, explaining to onlookers where each creature comes from and other trivia. Each enclosure’s fence is thick enough to prevent the creature inside from breaking out before handlers might calm it. The enclosures all have heavy padlocks keeping them closed.

Over to you!

***
Gather Info
(Professional)

The Professional learns that Janira will be conducting another round of storytelling at the Statue of Gest in about an hour, also that Janira is very perceptive and usually surrounded by a crowd of onlookers – making it hard to get in contact with her person unnoticed – however the halfling is a natural raconteur who often becomes so engrossed in telling an accurate and engaging story that she loses track of her surroundings. Goading Janira into a storytelling competition is easy enough, but she always insists on the challenger spinning the first tale.

Turn complete

***

Images up in maprs and handouts of the wall and the statue


"Ufi" ToK pregen: Male Human Cleric | HP 17/17 ; Shield (Hardness 6, HP 20/20)| Hero 2/2 | AC 17 (19 with shield) | Fort +6; Ref +3; Will +9 | Perc: +7; | Speed 20ft | Spells +7/dc17) | Active conditions: None.

The professional works her way through the crowds of pathfinders towards the statue of Gest. As she goes she picks up tit-bits of information.

Story telling... not exactly my forte.

She watches the halfling for a while before sidling up close.

"Once upon a time there was a little girl. Her father ran a delivery business and her mother - well she was busy with her eldest. The girl was a pleasure to see and be with. So much so that her mother thought about having some more. Six more to be precise. But her first daughter, she was always special. She loved learning - and teaching as well. With six little siblings to help look after she was always teaching them something."

She pauses for a moment.

"But little girls grow up, and so did this one. She longed to know more and more. And she did. She learned and explored and then, after a few years, well, she didn't exactly have children of her own - but she found some other youngesters to look after. She took them on a long journey - showing them the wonders of the lands, and led them to the very centre of an island. There a terrible monster set upon them. Ushering her 'children' into a cave, she led the foul creature on a merry chase through the woods. Hours passed, and still the monster followed her. She was tired, and to be honest starting to worry a little. The sun went down and the creature closed on her. But then, like a sun of dawn her charges reappeared! No longer children, but grown by their own ordeal they returned to help their mentor."

She smiles.

"And they all lived happily ever after."

oratory, untrained: 1d20 + 1 ⇒ (6) + 1 = 7


VC - Sydney, Australia

Cool, noted for Turn 2


"Ufi" ToK pregen: Male Human Cleric | HP 17/17 ; Shield (Hardness 6, HP 20/20)| Hero 2/2 | AC 17 (19 with shield) | Fort +6; Ref +3; Will +9 | Perc: +7; | Speed 20ft | Spells +7/dc17) | Active conditions: None.

Having taken her time so far, The professional isn't about to rush the lift. She'll take ten on the sleight of hand for 27


Elf Oracle 7: HP 59/59; AC 18; F+6; R+7; W+10 (+2 against enchantment); Init +2; Perception +2;(low light)

322 observes the crowd and fixes her gaze on one of the pathfinders listening to Janira Gavix's tale

"This is where the feast begings. Too many curious eyes though... Giving one of these ones the gift of hidden truths might be what is required to distract those eyes from this one sacred work"

Basically 322 wants to use gift of madness on a couple of the people in the crowd. This should cause a commotion big enough for her to slip near the statue climb it and get to work unnoticed


VC - Sydney, Australia

It will certainly provide you a great bonus - how many are you planning on using? One person per use...


Male NE Human (Chelish) Slayer 7 | HP: 55/67| AC: 20 (12 Tch, 18 Fl) | CMB: +12 CMD: 24 | F: +9, R: +9, W: +7 | Init: +2 | Perc: +11, SM: +11 | Speed 30ft | Deathblade Poison 2/2 | Studied Target +2 | Sneak Attack +2d6 | Active conditions: None.

Marnarius looks around and nods. Gonna be difficult. "You have any ideas boss?" he asks, as he tries to gauge how difficult it would be to sneak about and unlock cages.


VC - Sydney, Australia

Marnarius deduces that it would be possible to sneak around and unlock a cage or two on the sly, especially of people were distracted. Alternately he could try lift a set of keys, also helped if he had a confederate to help him...
Think DC's base ~20 thereabouts


Human Enchanter 7 | HP 51/51 | AC 14 | T 12 | FF 13 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2

Let's first find out where we can get a set of keys. After we do that, I could cause a distraction while you unlock cages.

Or, if you're skilled at lockpicking, you could just try your hand at unlocking some of the cages. I could also use my scroll of invisibility for that, or create a distraction. I'm good at winning over the gullible Pathfinder crowds. Rataji says this with a toothy smile.


Elf Oracle 7: HP 59/59; AC 18; F+6; R+7; W+10 (+2 against enchantment); Init +2; Perception +2;(low light)
Shifty wrote:

It will certainly provide you a great bonus - how many are you planning on using? One person per use...

322 has 7 uses of the ability so I'd say 4... she just needs to look at people and they go mad after all... XD


Male Half-human Brawler 6/Wizard (sort of a specialized school)* 1 | HP 65 | AC 18 T 14 FF 15 | CMD 25** | F +8, R +10, W +5 | Init +2 | Perc +11| Spd 30ft | Conditions heroism +2 atk, skills, saves; Imp. Grapple 9/10; MFlex 2/6

Stroll. Whistle. Spin tethered sap. Glower at troublemakers. Smile and tip helm to the ladies. Repeat.


VC - Sydney, Australia

Turn 1
Statue
(Experiment)

The Experiment moves away from the crowd for a moment and then begins using her supernatural abilities...

4d20 ⇒ (13, 8, 2, 11) = 34
4d20 ⇒ (14, 14, 4, 17) = 49

A few in the crowd go mad, attacking other guests - the Halfling Storyteller is a somewhat seasoned adventurer - "This is no normal affair, we are under Magical Attack!" - the guards are being summoned and members of the crowd start subduing the attackers.

The storytelling comes to an abrupt end and a few minders circle Janira, keeping her well protected.

Make a stealth check with a +8 situational bonus to get up and spend 3 rounds planting the object

Grand Lodge

Male (halfling) Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 (7d8+21) Fort +10, Ref +9, Will +7; +2 vs. fear

"It is always wise of a guest not to out stay their welcome. My master was wondering if you had any more copies of the letters of Dervin Gest from when he first discovered the strange artefact that is your mutual area of study? He does so look forward to your missives on this subject. Alas he can add nothing to your own thoughts on the last letter you sent" The artist hopes his meaning is claer enough to his contact but subtle enough to not cause too much interest from others


VC - Sydney, Australia

Wall of Names:
(Ambitious & Artist)

"Perhaps I do, but I think he might have been misguided" a trickle of sweat makes its way down the mans brow - he looks very stressed...

Grand Lodge

Male (halfling) Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 (7d8+21) Fort +10, Ref +9, Will +7; +2 vs. fear

"My master will be very hurt if you hold out on him now. You know he really dislikes people who commit then pull out. I am most like him in that regard" smiles the artist in a most evil fashion

initimidate: 1d20 + 14 ⇒ (19) + 14 = 33

sorry the artist is no con artist stick it is


Elf Oracle 7: HP 59/59; AC 18; F+6; R+7; W+10 (+2 against enchantment); Init +2; Perception +2;(low light)

Stealth check: 1d20 + 10 + 8 ⇒ (17) + 10 + 8 = 35

"Soon the wondrous gift of those who sleep beyond the stars will manifest itself... I envy you, pathfinders! You are lucky to have been selected for such a boon... Divinity manifest!"

The experiment spends 3 rounds planting the cosmic conduit on the statue of Durvin Gest...


VC - Sydney, Australia

Turn 1
The Ambitious - Wall of Names
The Artist - Wall of Names
The Experiment - Statue of Gest (Resolved)
The Leader - Menagerie
The Professional - gathering specific information (Janira). (Resolved)
The Vengeful - Menagerie

Wall of Names:
(Ambitious & Artist)

"Fine, fine" he relents nervously, his second thoughts jarred by The Artists decisiveness. He ponders for a while and then starts trying to walk away and lose himself in the crowds.

Basically you will get more guidance once inside

Final actions?

***
Statue:
(Experiement)

The device is adhered to the statue - The Experiment is able to then disappear into the disrupted crowd who is busy trying to find the source of the attack, guards hunt here and there, the storytelling has ceased.

Turn complete


Male NE Human (Chelish) Slayer 7 | HP: 55/67| AC: 20 (12 Tch, 18 Fl) | CMB: +12 CMD: 24 | F: +9, R: +9, W: +7 | Init: +2 | Perc: +11, SM: +11 | Speed 30ft | Deathblade Poison 2/2 | Studied Target +2 | Sneak Attack +2d6 | Active conditions: None.

Marnarius' scowl deepens. "Sorry boss. I don't pick pockets. Sneaking about and picking locks, that I do. If ya wanna use the scroll, here and now seems good ta me. Well, I mean, not here here, but around the corner. And you can stick around, make sure noone pays any mind to the locks that are coming undone on their own." He grins savagely. "Deflect attention like they say, b'fore I dee-flect their stupid Pathfinder skin all over the ground. Yeah, yeah, I know, just let me imagine that that could happen."


Male Half-human Brawler 6/Wizard (sort of a specialized school)* 1 | HP 65 | AC 18 T 14 FF 15 | CMD 25** | F +8, R +10, W +5 | Init +2 | Perc +11| Spd 30ft | Conditions heroism +2 atk, skills, saves; Imp. Grapple 9/10; MFlex 2/6

GM:
Basically you will get more guidance once inside

What does that mean exactly? That he's going to give us guidance while we are inside? That he's given us some now?


VC - Sydney, Australia

Spoiler:
Mister Z - basically you have more info on how to avoid patrols, and polite reminders about what traps might be in place :) When you get in the Citadel it will become clear :)


Human Enchanter 7 | HP 51/51 | AC 14 | T 12 | FF 13 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2

Sounds good.

Rataji will go behind a corner with Marnarius to get the ol' Invisibility on him, using one of his scrolls. He will also cast Message on Marnarius before that so they can communicate as well.

Rataji will stand around near the cages he tries, trying to look for those who might notice Marnarius, although he hopes there aren't many spellcasters around in the guard who may have See Invisibility up.

Through the Message You probably should be careful anyway. Never know when someone may see you...even when invisible. And of course, someone could always hear you as well.

If Rataji sees any of the guards near the doors of the cage where Marnarius is at, he will try to waylay them with conversation. Same goes for any guards heading towards the the cage doors while Marnarius is there.


Male Half-human Brawler 6/Wizard (sort of a specialized school)* 1 | HP 65 | AC 18 T 14 FF 15 | CMD 25** | F +8, R +10, W +5 | Init +2 | Perc +11| Spd 30ft | Conditions heroism +2 atk, skills, saves; Imp. Grapple 9/10; MFlex 2/6

GM:
Z follows the nervous Chelish Nethyte--somewhere quiet if possible.

Whistle...


VC - Sydney, Australia

Wall of Names:
(Ambitious & Artist)

After fading from the crowd, the man wanders down to Southgrove
This stretch of trees is purposefully left untended, providing visiting Pathfinders who need a break from the city space to retreat. He is clearly looking for a space away from people while he ponders his actions...
Theme music in return
Over to you!
Final wrap up

***

Menagerie:
(Leader & Vengeful)

The plan goes swimmingly. The invisible agent works the lock whilst the Leader sidetracks any approaching onlookers. There is a satisfying click as the lock turns over.
There is a disconcerting moment when both agents notice the caged manticore is looking in the direction of the lock - menace in its eyes...

“A time comes when the shackled shall walk among men, voicing their grievances with a hundred horns. These children—who strain at false laws—know not that the time is not today, but no man can chide them, for he knows not their tongue. Their castle of chains shall fall away, and only a lion or sheep shall be their herald, calling out to let them know that their time in the sun has arrived.”

Clearly that manticore is hinting it wishes to be free and wreak revenge for its captivity...

Over to you!
Final wrap up


Human Enchanter 7 | HP 51/51 | AC 14 | T 12 | FF 13 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2

Rataji will bow, showing reverence to the beast.

Perhaps that day is soon. I'm sure you are a keen judge of an appropriate moment? Rataji will look intently at the beast for confirmation.


VC - Sydney, Australia

Menagerie:
(Leader & Vengeful)

"Certainly, just unlock my cage"

Using the same ruse, the cage is unlocked. The manticore waits for you to move away and then begins bleating unintelligible noises. Animals throughout the cages seem to respond, doing their best to entertain the crowds and draw them closer...

Turn complete

***

Just need to resolve The Wall, then Turn 2


Male NE Human (Chelish) Slayer 7 | HP: 55/67| AC: 20 (12 Tch, 18 Fl) | CMB: +12 CMD: 24 | F: +9, R: +9, W: +7 | Init: +2 | Perc: +11, SM: +11 | Speed 30ft | Deathblade Poison 2/2 | Studied Target +2 | Sneak Attack +2d6 | Active conditions: None.

GM I know you don't want to spend too much time with this, but I can only safely unlock cages while taking a ten if the DC is 23 or lower (assuming the mwk thieve's tools bonus is not factored onto the Disable device score on the sheet). Sorry if I'm being a party pooper :(

Grand Lodge

Male (halfling) Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 (7d8+21) Fort +10, Ref +9, Will +7; +2 vs. fear

Whistles as he follows the man to Southgrove "He's with me he nods towards Ambitious


Male Half-human Brawler 6/Wizard (sort of a specialized school)* 1 | HP 65 | AC 18 T 14 FF 15 | CMD 25** | F +8, R +10, W +5 | Init +2 | Perc +11| Spd 30ft | Conditions heroism +2 atk, skills, saves; Imp. Grapple 9/10; MFlex 2/6
MicelangeloPicaso wrote:
Whistles as he follows the man to Southgrove "He's with me he nods towards Ambitious

Alas, nothing (musically) so out in the open nor under so much sun....

Z nods before the man moves off and makes a mental note to himself that he should never tell Micelangelo anything--ever, unless he wanted the whole damn world to know about it five minutes later. It seems a good way of getting a person killed.

Mr. Z takes a minute to change disguises before following after the man. He needs something original and stylish--something that an NPC would never suspect. Hmm.... I know just the thing!

GM:
This is all to say that Z dresses appropriate to the setting. He follows the man until they're alone (out of even the artiste's gaze) then draws close and snaps the man's neck. He drag's the man off cuts out his tongue (to foil attempts to speak with dead) and takes a few minutes to disguise himself as his victim. He puts the body somewhere out of the way--maybe near the menagerie. Monsters' gotta eat right? That's more than a few dice rolls. Lemme know what you need.

PS What does the guy look like?


Male Half-human Brawler 6/Wizard (sort of a specialized school)* 1 | HP 65 | AC 18 T 14 FF 15 | CMD 25** | F +8, R +10, W +5 | Init +2 | Perc +11| Spd 30ft | Conditions heroism +2 atk, skills, saves; Imp. Grapple 9/10; MFlex 2/6
Marnarius - The Vengeful wrote:
GM I know you don't want to spend too much time with this, but I can only safely unlock cages while taking a ten if the DC is 23 or lower (assuming the mwk thieve's tools bonus is not factored onto the Disable device score on the sheet). Sorry if I'm being a party pooper :(

Maybe you need a professional?


VC - Sydney, Australia

@Marnarius - it's ok, I checked. DC20 :)

Wall of Names:
(Ambitious & Artist)

The man stands alone, clearly pondering his actions in the overgrown and secluded 'garden'. He isn't troubled by his earthly concerns for too long.

Ambitious:
Chelaxian male, caster type. He never even saw it coming. Its pretty much such a one sided affair he doesn't stand a chance. This part of the scenario is very cinematic :)

***

Turn 2
The Ambitious
The Artist
The Experiment
The Leader
The Professional
The Vengeful


Human Enchanter 7 | HP 51/51 | AC 14 | T 12 | FF 13 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2

Rataji will first ask who has tasks left when met up again. From the sound of it, it's just the Professional?

Rataji thinks the professional can handle it, although hands over his other scroll of Invisibility to the professional...just in case.

Im gonna ask around, see if I can find anything out. We seem in good shape, so feel free to join me if you want, or go with our professional here to meet Janira. Or whatever else you want for now. For this turn, Rataji would like to gather some general information.


"Ufi" ToK pregen: Male Human Cleric | HP 17/17 ; Shield (Hardness 6, HP 20/20)| Hero 2/2 | AC 17 (19 with shield) | Fort +6; Ref +3; Will +9 | Perc: +7; | Speed 20ft | Spells +7/dc17) | Active conditions: None.

I did a story a while back. Hopefully one that appeals to Janira. The professional will take ten on the slight for lifting the keys though, that's a 27

The professional works her way through the crowds of pathfinders towards the statue of Gest. As she goes she picks up tit-bits of information.

Story telling... not exactly my forte.

She watches the halfling for a while before sidling up close.

"Once upon a time there was a little girl. Her father ran a delivery business and her mother - well she was busy with her eldest. The girl was a pleasure to see and be with. So much so that her mother thought about having some more. Six more to be precise. But her first daughter, she was always special. She loved learning - and teaching as well. With six little siblings to help look after she was always teaching them something."

She pauses for a moment.

"But little girls grow up, and so did this one. She longed to know more and more. And she did. She learned and explored and then, after a few years, well, she didn't exactly have children of her own - but she found some other youngsters to look after. She took them on a long journey - showing them the wonders of the lands, and led them to the very center of an island. There a terrible monster set upon them. Ushering her 'children' into a cave, she led the foul creature on a merry chase through the woods. Hours passed, and still the monster followed her. She was tired, and to be honest starting to worry a little. The sun went down and the creature closed on her. But then, like a sun of dawn her charges reappeared! No longer children, but grown by their own ordeal they returned to help their mentor."

She smiles.

"And they all lived happily ever after."

Oratory roll was only a 7 though


VC - Sydney, Australia

@322 I noted your actions, but you were (unfortunately) having to wait until Turn 2 to execute. The roll wouldn't have been enough to engage Janira, and subsequently there would have been no opportunity to take 10, however you have a different problem now based on what happened during Turn 1...

Turn 2
The Ambitious -
The Artist -
The Experiment -
The Leader - Gather Info (Roll a Gather Info check in due course)
The Professional - Statue (Looking for Janira)
The Vengeful -


Male Half-human Brawler 6/Wizard (sort of a specialized school)* 1 | HP 65 | AC 18 T 14 FF 15 | CMD 25** | F +8, R +10, W +5 | Init +2 | Perc +11| Spd 30ft | Conditions heroism +2 atk, skills, saves; Imp. Grapple 9/10; MFlex 2/6
Shifty wrote:

Turn 2

The Ambitious -
The Artist -
The Experiment -
The Leader - Gather Info (Roll a Gather Info check in due course)
The Professional - Statue (Looking for Janira)
The Vengeful -

I think I'm just killing time this turn. ;)


Elf Oracle 7: HP 59/59; AC 18; F+6; R+7; W+10 (+2 against enchantment); Init +2; Perception +2;(low light)

The experiment moves away from the statue and finds a place where to survey the incoming revelation with rapt contemplation...


Human Enchanter 7 | HP 51/51 | AC 14 | T 12 | FF 13 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2
Shifty wrote:
The Leader - Gather Info (Roll a Gather Info check in due course)

Knowledge (Local) to Gather Information: 1d20 + 15 ⇒ (20) + 15 = 35


VC - Sydney, Australia

Turn 2
The Ambitious -
The Artist -
The Experiment - Statue (unbooked)
The Leader - Gather Info (35)
The Professional - Statue (Looking for Janira)
The Vengeful - Garden (unbooked)

51 to 100 of 380 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS / Shifty] Serpents Rise (Core) All Messageboards

Want to post a reply? Sign in.